Mario Tennis: Ultra Smash team on HD development, new characters, amiibo, and online play
Features and gimmicks that expand the gameplay breadth
Famitsu: You can also raise amiibo, but how did you come up with this feature?
Toshiharu: When development reached the middle stage, our company wanted to have any feature that uses amiibo added, so [the feature] was born.
Shugo: We were requested at an unusual timing, so we were surprised (bitter laugh).
Toshiharu: I’m sorry for the trouble (bitter laugh), but our company thinks that by adding gameplay that uses amiibo, we can provide a new way of play to customers. So we asked even after acknowledging the risks of impossibility.
Shugo: So after consulting a lot with Nintendo, we thought of an amiibo raising feature. As I told you before, for our company which excels in making RPGs, the keyword “growth” has a feel of being worth doing to us, and we also have the know-how. If we go in that direction, we conceited that it could be a good thing.
Toshiharu: amiibo will act as partner in doubles on Internet Versus, so we would like to implement it as a place to display your raised amiibo.
Famitsu: The Internet Versus this time will allow you to fight against users all around the world, right?
Shugo: Honestly, at first I thought a worldwide online versus would be impossible (bitter laugh). But I believe that if we could realize it, it would be definitely interesting, so we put a lot of power into it.
Famitsu: I’m looking forward to be able to play with players worldwide. Are there any other points you’re fixated at?
Toshiharu: We also focused on the representation of the turf and stadium.
Hiroyuki: That’s right. I want to feel the taste of unity I felt [when I visited] a stadium overseas, so we included a wave act for the crowd. You can enjoy it if you win a match, so I’ll be glad if you can get immersed in the victory jubilation.
Toshiharu: From series fans to newcomers, from tennis fans to those who are not, [I hope] everybody please play [this game].
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